3D Interface Light Spill and Shadow Fidelity for XR Interaction
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Solution Overview
Problem
Existing methods for interacting with three-dimensional environments in augmented and virtual reality are cumbersome, inefficient, and complex, leading to a significant cognitive burden on users and inefficient energy usage, particularly in battery-operated devices.
Innovation Solution
Implementing methods and interfaces that utilize virtual shadows and light effects to convey spatial relationships and interaction status, including attention-based and movement-based shadow changes, and light spill effects with varying fidelity, to enhance user understanding and reduce input complexity.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If conventional methods are used to provide extended reality experiences, then the system can display three-dimensional environments, but the user interface becomes cumbersome and complex, creating significant cognitive burden on users
Solution Approach 1:
The patent introduces virtual shadows as an intermediary visual element that mediates between the user and the three-dimensional environment. These shadows provide spatial relationship information without requiring complex interface elements, thereby simplifying user interaction while maintaining environmental fidelity
Solution Approach 2:
The system implements feedback mechanisms where virtual shadows dynamically respond to user actions and object states. When users interact with objects or move through the environment, the shadows provide immediate visual feedback about spatial relationships and interaction status, reducing cognitive burden by making system state transparent
2Reliability
If complex visual effects are applied to enhance three-dimensional environment display, then user immersion is improved, but computational burden increases significantly
Solution Approach 1:
The patent applies visual effects selectively rather than uniformly across the entire environment. Virtual shadows are rendered only for relevant objects and adjust their complexity based on local context, such as lighting conditions and object importance, thereby maintaining immersion quality while reducing overall computational burden
Solution Approach 2:
The system implements partial rendering of visual effects by displaying shadows with varying levels of detail. When objects are not the focus of user attention, simplified shadow representations are used, providing sufficient spatial information without the full computational cost of high-fidelity rendering
3Reliability
If high-fidelity visual effects are continuously displayed, then user experience is enhanced, but energy consumption increases, particularly affecting battery life in portable devices
Solution Approach 1:
The system updates visual effects periodically rather than continuously. Virtual shadows are refreshed at rates adapted to user interaction patterns and object movement, reducing power consumption by avoiding unnecessary rendering cycles while maintaining visual quality during critical moments
Solution Approach 2:
The patent implements dynamic adjustment of visual effect fidelity based on real-time conditions. When objects are stationary and not interacted with, shadow rendering is reduced or simplified. When objects move or receive user attention, full-fidelity rendering is activated, optimizing the balance between visual quality and energy consumption
Data Source
AI summary
While a view of an environment is visible via a display generation component of a computer system, the computer system detects an input corresponding to a request to display content in the environment. In response, the computer system displays the content in a user interface object in the environment and displays, in one or more portions of the environment outside of the user interface object, a visual effect corresponding to simulated light emanating from the content. Displaying the visual effect includes: if the environment is a first type of environment, displaying the visual effect with a first degree of fidelity to the content; and if the environment is a second type of environment that is different from the first type of environment, displaying the visual effect with a second degree of fidelity to the content, wherein the second degree of fidelity is different from the first degree of fidelity.


